Cold lighting

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Dafflewoctor
415 Posts
Posted Aug 08, 2013
I'm making a map in the late-reconstructing theme, mostly clean. For instance, I'm modeling after sp_a2_column_blocker, the one with the fake surprise. And I'm using the cold light strip instances that Valve made. But for some reason the map still looks too warm! Any tips for cool lighting?
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Gemarakup
1,183 Posts
Posted Aug 08, 2013
Replied 5 minutes later
Maybe it's using the standard test chamber fog from the global ents. Maybe you should use the destroyed fog.
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Dafflewoctor
415 Posts
Posted Aug 08, 2013
Replied 52 minutes later
Thanks, but the destroyed fog is much too intense and the chamber still feels generally warm. The destroyed b fog I can't even see at all.
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josepezdj
2,386 Posts
Posted Aug 08, 2013
Replied 6 minutes later
First, what more lighting entities are there in the map?

Second, is anywhere there any global_ents instance?

Third: if you think the lightcover instance is the problem, don't use them... do them yourself:

taKtmMYbIRY

:wink:

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Dafflewoctor
415 Posts
Posted Aug 08, 2013
Replied 1 hour later
I have a global_ents instance in the map but none of the fog really looks right. I tried changing up the instances to neutral and turned down the brightness but there isn't a huge difference. I know exactly how I want the map to look but it won't come out right...

My light sources are pretty much only these instances and an observation room.

I attached two images of maps, one that's mine and one that I want to match the style. (#1 is Alternate.) Steam wouldn't let me upload screenshots for some reason.

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Gemarakup
1,183 Posts
Posted Aug 08, 2013
Replied 4 minutes later
Add an env_projectedtexture maybe? That will probably brighten your map.
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Dafflewoctor
415 Posts
Posted Aug 08, 2013
Replied 2 hours later
Thanks, looks a lot better now.